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Battlefield 2 (walkthrough)

PDF Štampaj
Pomoć - Walkthroughs | Autor Miloš Vučić | 30 mart 2007
Battlefield 2

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        ____        _   _   _       __ _      _     _   ___
       |  _ \      | | | | | |     / _(_)    | |   | | |__ \
       | |_) | __ _| |_| |_| | ___| |_ _  ___| | __| |    ) |
       |  _ < / _` | __| __| |/ _ \  _| |/ _ \ |/ _` |   / /
       | |_) | (_| | |_| |_| |  __/ | | |  __/ | (_| |  / /_
       |____/ \__,_|\__|\__|_|\___|_| |_|\___|_|\__,_| |____|

                        FAQ/Strategy Guide
>>==<<==>>==<<==>>==<<==>>==<<==>>==<<==>>==<<==>>==<<==>>==<<==>>==
                             For PC
                           Version 1.41
                         By Chris Zawada
                         User: antseezee
                   E-mail: antseezee@epix.net
                   Website: www.antseezee.com
                         Created: 10/22/05
                       Last Update: 11/19/06
                    Copyright 2006 Chris Zawada
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Author's Note
----------------------------
Ever wonder how it would feel if you could take all the elements of modern war,
and shove them into one game? A few years ago, Battlefield 1942 was one of the
first games to incorporate a full 3D FPS inside a realm with useable vehicles,
troops that could gun fight, and attempt to represent most aspects of war.
Battlefield 2 is the sequel to Battlefield 1942, except it places almost
everything from the Gulf War / modern era in an updated engine. With
particularly sharp graphics, seven classes to choose from, and over twelve
maps, how can you not indulge your gaming taste at a stab with this game?
Battlefield 2 was one of the most highly-anticipated PC games of the year,
mainly because it's based around free first-person shooting multiplayer, with
all of the fun aspects other games lack. Combine this with quality
presentation, and the ability to warrant ranks as you play. This is the
ultimate war simulator at the moment.

Contributing/Feedback
----------------------------
If you have any contributions, feedback, or strategies you'd like to have
added to the guide, contact me via e-mail or on GameFAQs. I'll be more than
content to add your segment of information, and will also provide credit. If
you have any questions you'd like added to the Common Questions section, ask.
I simply don't have the time to sit around thinking of questions. Provide me
with what you want to know!

Updates
----------------------------
=11/19/06= v1.41
There were 2 patches released since this guide was last updated. The v1.4 patch
was released and this actually added a new map, Road to Jalalabad, and fixed
some crashing issues. Patch v1.41 was released a few days ago and this fixed
stability issues for servers. Unfortunately, it was released as a standalone
patch, and not an incremental meaning it has a large file size.

	- The new 1.4 patch adds the map, Road to Jalalabad
	- The new 1.41 patch fixes stability issues
	> Added map strategy for Road to Jalalabad
	> Updated the Modifications list with more information


=6/08/06= v1.3
Hardly any changes to add for patch 1.3 except the new commander options. I
have primarily sticking to beta mods being released, such as Project Reality
Mini-Mod, and US Intervention. More mods are being released as the summer moves
along, so hopefully the FAQ will progress as well.

	- The new 1.3 patch adds a new commander ability (Vehicle Drop). Other
	  items were tweaked for balancing issues. Few medals were tweaked for
	  requirements, however, I did not update the requirements in the
	  guide. SQUAD HOPPING has been removed, along with joining squads when
	  dead.
	> Added PRMM, USI, OPK mod reviews
	> Added few more Q&A on mods & general BF2 gaming in Common Questions
	> Armored Fury was released recently. Euro Force was released a few
	  months ago.

=3/07/06= v1.2
Added a tad amount of changes due to the 1.2 patch a few weeks ago. Patch 1.21
is coming out on the 10th supposedly, so expect another guide update to
compensate for it:

	> Added new weapons to Chapter 4 (2 available in the patch)
	> Added mods to modifications chapter
	> Updated ranking requirements

=11/28/05= v1.1
Updating the FAQ according to the recent v1.12 patch released for the
combination of Special Forces & BF2. Interestingly enough, I like the concept
of how some expansion weapons were implemented for SF owners. However,
flashbangs have been the biggest complaint by most players. Added the following
details:

	> Added new weapons to Chapter 4 (5 available in the patch)
	> Also added SF Weapons section in Chapter 4 (thanks Black_Duck_1)
	> Added few questions to Common Questions section

=10/29/05= v1.0
Finished the FAQ. Took a good week of continual typing, but I got through most
of it. I do plan on adding plenty of strategies and user submissions as they
come in.

=10/22/05= v1.0
Started the FAQ. I've owned this game since mid-July, and even bought a $1250
Dell laptop just to play this game. I tried to hold back from writing a FAQ,
but there's no reason not to at this point.

- I've now added a Quick Search function to the guide. Press CTRL + F, and
type in the designated (#.#) to be quickly forwarded to that specific section
of the guide.

          ============================
          -    Table of Contents     -
          ============================
          1) Introduction
          2) Game Basics
             > Controls
             > Screen HUD
          3) Maps               (3.1)
             > Strategies
          4) Classes/Weapons    (4.1)
             > Strategies
             > SF Weapons
          5) Vehicles           (5.1)
             > Strategies
          6) Features
             > Awards
             > Ranks
             > Stats
             > Recording Videos
             > Making Mods
             > Single-Player
          7) Modifications      (7.1)
             > Descriptions
          8) Common Questions
             > Troubleshooting
          9) Copyright/Distribution/Reproduction Guidelines
         10) Proper Credits

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============================
- 1) Introduction          -
============================
Few gaming titles have managed to combine first-person genres with elements of
navigating, engaging targets, and managing a strategic aspect on the conflict
at hand. If a game has done all three of those elements, it probably did not
incorporate great multiplayer support, suffered from fairly bad graphics, or
simply did not perform up to expectations. Battlefield 2 is one of the games
that does perform up to expectations, simply because of the amount of depth
behind the project, and the amount of fun that results from it. The Battlefield
series originated with BF1942, which employed the same elements, except on the
primitive WWII front. While it was not as detailed, the game was simply awesome
to play online with friends, as you grunted it out from building to building in
numerous areas.

BF2 is the sequel to 1942, except it takes time in the present day era. You'll
find many common modern weapons (not super-modern, but Gulf War eraish),
recognizeable vehicles/boats/helicopters/jets, and scenarios that could
"almost" happen in our current situation. The practical idea is that you spawn
as a lone soldier on either one of three coalitions (USA Forces, Chinese PLA,
or Middle-East Coalition), and must proceed to eliminate the tickets of your
opponents. Tickets act as reinforcements, or the amount of lives your team has
in reserve before you run out. If you have 245 tickets left, your team can only
accept 245 deaths before you run out of reinforcements and lose. On each map,
there are several flag points that must be captured. If you have more than 50%
of the points, the rate of your opponent's tickets decrease faster. These flag
points also act as spawn points. Capturing a spawn point that holds a tank or
airbase is essential to victory, and will often help more than holding two
minor flag points with no vehicles. The idea is to capture all, or hold a
majority so the other team runs dry on reinforcements.

Ideally, the game is set from a gameplay element. You can ride small transport
vehicles, fire mounted machine guns, use anti-aircraft stingers, or simply run-
n-gun on foot. With classes to choose from, this will alter your playing
strategy. Will you setup an ambush with C4 charges as a Spec Ops, or clear out
urban buildings as a default Assault man? This is why Battlefield 2 is quite
popular, and more specifically, it was designed for practical online play. The
game supports up to 64 players on one server, and single-player is quite weak.
Only buy this game if you plan to play online.

----------------------------

_____________________
##### GAME INFO #####
//////////|\\\\\\\\\\
Players: 1-64 (w/ online support)
Developer: DICE
Released: 2005
Rarity: common
Special Features: Voice, Online, Account-kept Stats/Awards/Ranking
ESRB: Teen
Cover Art on box:
- Shows soldier holding rifle in air with several vehicles in background

Requirements:
	> Windows XP
	> Intel Celeron D / P4 1.7ghz or better
		(Pentium M's & AMD's work fine, P-M's are faster than P4)
	> 512MB RAM +
		(Recommended is 2 GB from my experience. 1 GB makes
		 improvements but stutter lag occurs on high settings)
	> 8x or faster CD/DVD drive (depends on which version you buy)
	> 2.3 GB free HD space (recommend 7200 RPM HD to prevent stutter lag)
	> DirectX 9.0c
	> nVidia GeForce 5700 or better, ATI Radeon 8500 or better
		(There is an official list of supported video cards available
		 via google. People have managed to get it to work on some
		 lower-end mobile version cards, but the graphics were so bad I
		 could splatter a chalupa and not tell the difference. MX
		 series or GeForce 3+ do not work with this. I know for a fact
		 that someone got it to work with a 64MB video card, not sure
		 which brand. 128MB or better is recommended.)

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============================
- 2) Game Basics           -
============================
What I have always loved about PC games is the fact that you can use a keyboard
and mouse. The amount of keys gives you an overwhelming amount of options to
choose from when selecting what goes where. This section will go over the
involved controls, the screen setup, and an overview of the game modes.

 ____________________________
/Controls - General Gameplay/
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
          E - Enter/exit vehicle
          J - Say chat all
          K - Say chat team
          L - Say chat squad
          V - Talk to commander (only if squad leader)
          B - Talk to squadmates (only if in squad)
    Page Up - Vote yes during poll
  Page Down - Vote no during poll
  Caps Lock - Bring up squad management screen
        Tab - Shows scoreboard
  Prnt Scrn - Takes screenshot and puts in My Documents/BF2/Screenshots
      Enter - Bring up spawn management screen

- VOIP must be enabled, and you must have a MIC plugged in to talk to
teammates. You can only hear people in your squad (you must join one), or as a
squad leader, you can talk to the commander on a direct line. There is no way
to hear everyone on the same team or in the same game. Voting yes or no during
polls is usually done for kicking players or voting on a map. You can restrict
polls from popping up via the Options menu. The squad management screen let's
you create your own squad, join another, or view who is in what squad. It also
shows what vehicles are grayed out and available on the map. The spawn
management screen let's you pick a new spawn point after you die to spawn at.

 ______________________
/Controls - Navigation/
-=-=-=-=-=-=-=-=-=-=-=-=
          M - Show or hide big map
          N - Zoom on big map or your mini-map
          Q - Brings up spotter menu
          T - Brings up squad order/spotter menu
          C - Cycles camera views

- The big map basically fills your entire screen with the navigation map. It's
useful for seeing what your enemy has, and where to go next. The spotter menu
is probably the most useful in terms of recon. Aim your mouse over an enemy
target, or fairly close to it. Hold Q and left click the mouse. You will
publicly spot an enemy for your teammates, and it should show up as a flashing
icon on their radar. This is useful for spotting air vehicles, tanks, or
snipers. The squad order/spotter menu is specialized for giving orders to
squadmates. Waypoints can be set. The camera cycler is useful for changing
views in vehicles, or at certain positions.

 ____________________
/Controls - Infantry/
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
           W - Move forward
           S - Move backward
           A - Strafe left
           D - Strafe right
  Left Click - Fire weapon, use item
 Right Click - Zoom with weapon, secondary function
       Space - Jumps
Double-tap W - Sprints
	   G - Picks up kit
	   R - Reloads
 Mouse Wheel - Cycles weapons, used to change firing modes
Left Control - Crouches
	   Z - Prones

- I highly recommend sticking with the W,S,A,D moving configuration. These four
keys are used to move your character, while the mouse is used to look around
and aim. Use them in conjunction for maximum performance. Sprinting takes away
stamina faster, and you cannot use a weapon, however, you move quickly and can
evade bullets easier. Proning lays you flat on the ground, and makes it tougher
to hit you, but your upper-body is more exposed to hits. Crouching makes you
semi-accurate, but you're still a hunched target. When reloading, the entire
clip is used to reload, regardless of your current ammo amount. It's better to
reload once you are low on ammo, rather than reloading and wasting a good 20
bullets if you only wasted 8. To pick a different firing mode, re-select your
primary weapon, and left-click. Some guns only have one firing mode though.
Certain weapons have scopes that zoom a great distance when right-clicked.

 ________________________
/Controls - Land and Sea/
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
	  W - Accelerate
	  S - Decelerate/Reverse
	  A - Steer left
	  D - Steer right
      Mouse - Move aiming turret
 Left Click - Fires main weapon
Right Click - Fires secondary weapon
  Left CTRL - Ducks in turret hatch
          X - Dispenses smoke
      F1-F6 - Switches from position 1 to 6

- Controlling land and sea vehicles is simple. Move the actual vehicle with the
W,S,A,D configuration, and rotate the turret using the mouse. Aim with the
mouse and fire, or if under fire, dispense smoke to take the aiming abilities
of an opposing force away. If you're in a turret hatch, you can hold down the
left control to duck for cover. You'll only be exposed from hits above you.
Vehicles have seating positions to sit in. The F buttons rotate from slot to
slot.

 _______________
/Controls - Air/
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
	  W - Accelerate
	  S - Decelerate/Reverse, Hovers (Harrier only)
	  A - Steer left
	  D - Steer right
      Mouse - Pitch forward/back, Roll left/right
 Left Click - Fires main weapon
Right Click - Fires secondary weapon
  Left CTRL - Ducks in turret hatch
          X - Dispenses flares
      F1-F6 - Switches from position 1 to 6
 Double-tap - Afterburners

- Air vehicles work almost exactly the same as ground vehicles. The W,S,A,D
configuration controls the navigation of the vehicle, but not as you'd think.
Accelerate increases the engine speed or rotating power. In order to move
forward in a helicopter, you must tilt the mouse forward and hold down W to
accelerate forward. If you want to hover, tilt the mouse to an even level
vertically, and hold W for a bit. As for flying jets, hold down W to keep the
engine speed fast and steady. Pull the mouse up & down to dive the jet up or
down. Tilting the mouse in the left direction cause the jet to turn left.
Tilting the mouse in a diagonal direction will pull in that direction while
turning, but remember to hold down the arrow keys to keep the engine steady.
Letting go of your engine acceleration can cause stalls or fallouts.
Afterburners are a little known feature, but they boost the engine on a jet to
maximum capacity. Use them for tight maneuvers, avoiding enemy jets, or taking
off. Landing can be difficult. Try to use the slowdown key about five seconds
before landing, then let go, let it land evenly on the ground, and hold down S
to brake. The harrier, or F-35 jet, can hover by changing the engine position.
Hold down S, and it will levitate in the air. It's a very non-responsive
control when hovering though, so do it with clear surroundings.

 _____________________
/Controls - Commander/
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Caps Lock - Brings up Commander screen
      1-9 - Picks squads 1 through 9
Left CTRL - Hold down to select multiple squads

- Use the mouse for everything under the commander screen. Use keyboard
shortcuts when selecting squads. Right-clicking on a squad tab allows you to
issue direct voice commands telling them of their status.

   >> Commanders can lay down ARTILLERY (explosive killer)
                              RADAR (sweeps to show enemies/vehicles)
                              UAV (shows enemies/vehicles to players)
                              SUPPLIES (drops supply crate)
                              VEHICLE DROP (drops portable vehicle)

 ___________
/Screen HUD/
-=-=-=-=-=-=-=-=-=-=-=-=-=-=

  _______________________________________________________
 |[   ]                                         /     \  |
 |[ 1 ]                                        /       \ |
 |[   ]                                        | [2]   | |
 |                                             \       / |
 |                                              \_____/  |
 |[ 3 ]                                                  |
 |                                                       |
 |                           |                           |
 |                         -   -                         |
 |                           | [4]                       |
 |                                                       |
 |                                                       |
 |                                                       |
 |                                                       |
 |_______                                         _______|
 |[5]    |                                       | [7]   |
 |[6]    |                                       ||||[8]||
 |_______________________________________________________|

Meaning KEY:

	[1] - Status Indicator - Shows who got killed by what or whom

	[2] - Minimap / Ticket Indicator - Shows amount of tickets left for
					   each team, who has a depletion
					   rate on their tickets, and also
					   displays your mini-map with all
					   icons, flag points, and what not.
					   Useful for navigation.

	[3] - Text Indicator - Shows typed messages, enemy spotted commands,
			       or green text for squad issued orders.

	[4] - Aiming Indicator - Your crosshair

	[5] - Health Meter - Shows your health bar with white vertical bars.
	                     You die when the meter runs empty.

	[6] - Stamina Meter - Shows your stamina bar with white vertical
			      bars. When you run out, you'll run slow, and it
			      must regenerate naturally past the flashing mark.

	[7] - Ammo Indicator - Shows your ammo bar with white vertical bars.
			       When you run out, you'll automatically reload.

	[8] - Overheat indicator - Shows your weapon heating status. If this
				   reaches full, the weapon will cease to work
				   for a short time interval. You can also see
				   the firing mode the weapon is in.

-<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>-

============================
- 3) Maps (3.1)            -
============================
The territories you constantly engage throughout the game are called maps.
Battlefield 2 comes with a flurry of maps ranging from rural areas, coastal
sweeps, isolated islands, and desert settings to provide a partially universal
setting. The recent patch added Wake Island as one new map to the default
bunch. This section will cover the various maps, with some key strategies to
try.

   NOTE: All maps will be based off of the assumed 64-player versions.

				   ______________
__________________________________/ DALIAN PLANT \____________________________

> Conflict: USA vs. China
> Rating: ***
> Description: "Dalian Plant is practically a nuclear plant facility near the
		coast of China. The U.S. are attempting to take over the area
		for control of the power grid for a majority of northern
		China."

:> Key Bases (USA):

   - Holding the two south bases right on the beachline are crucial to success
   on this one. The middle beach base will spawn an additional attack
   helicopter for your team, along with a tank. You'll also receive another
   tank if you get the point to the south of this. Control these two points,
   and resistance should not be that tough with armor & air superiority. If
   anything, pound all you got on the central Chinese base to the left, as this
   is where they will get their 2nd helicopter.

:> Key Bases (China):

   - Holding the central base closest to your non-cap spawn is essential, as
   you'll get a boost with another attack helo. Make use of the fast moving
   transport vehicles to race to the surrounding points. You'll have a tough
   time defending the flanks, especially the beachline where Blackhawks, boats,
   and enemy jets will approach. It's nice to grab the south beach point, but
   is extremely difficult due to artillery strikes.

- The problem with this map is that it can go lopsided for either team. A
majority of the time, you'll find the Chinese to be the strong team at hand,
simply because they have ground control thanks to their local base. Americans
have to race across a few hundreds meters of ocean water before they can reach
the shoreline. If the Chinese can rush and hold all points, it's practically
impossible to breach any area. If you find yourself getting pinched in as the
Chinese, try to take a transport helo from your main base, and sneak it behind
to the north beach point. This is often unguarded.

:> Sniper Spots

   - If you find yourself getting stuffed in by the Americans, get on the
   mountain to the right of your main spawn, and snipe down on the Americans
   closest to you. There are 2-3 cranes on this map and cylinders you can use
   for height advantages. Unfortunately, this is an armor-dominant map, so
   you'll find few infantry targets unless a team is down to their last capture
   point. Try sniping pilots who try to fly away with an abandoned helicopter.

				__________________
_______________________________/ DAQING OILFIELDS \____________________________

> Conflict: USA vs. China
> Rating: **
> Description: "Daqing Oilfields is a resource-crucial point, as it contains
		numerous oil refineries and points of interest that could
		benefit either faction in the conflict."

:> Key Bases (USA):

   - I've found that holding the point to the south & right of the main
   refineries is what you need to do to succeed. These two points are
   practicaly chokeholds that lead to the rest of the points. Not only that,
   but tanks spawn at these points that can really alter the ground gameplan in
   the end. There's an additional helopad to the northeast corner, but it's
   isolated, and truly insignificant.

:> Key Bases (China):

   - Holding the main and upper right helopad will be crucial to success. You
   need additional air support on this one to deal with the armored threats
   that the Americans have. The main central point, while providing nothing
   else than common grounds is essential to boost morale. It's difficult to
   take back, which is why you want to grab it first, and protect it at all
   costs.

- This one tends to go either way. Since both non-cap spawns are on the ground,
either team can get ambushed by eager soldiers. You'll find both airbases to be
under attack extensively, hence why there are so many mounted AAs on this one.
Whoever controls your bomber will most likely be the combat leader on this one,
so make sure you have a good pilot. The point to the south of the refinery is
crucial as it has 3 spawning armors inside it, along with a refueling helopad,
and tall cylinders to snipe from. If you can hold this point on either team,
you'll probably control a majority of the points. Don't forget about the
additional helopad to the upper right. It gives a boost against the armor
beneficiaries of the US.

:> Sniper Spots

   - No cranes on this one, but the ground is dark and moist. There are forests
   that border some of the points. Make use of the treelines to prone and snipe
   away. You'll be very hard to detect. Also, you can try infiltrating their
   main base, and sniping pilots who hop in the choppers or aircraft. If
   anything though, you'll find a useful sniper spot on the three tall steam
   cylinders at the point to the south of the main point. If this doesn't work,
   bail out of a transport helo above one of the large oil drums at the center
   point for an authentic height advantage.

				   _______________
__________________________________/ DRAGON VALLEY \____________________________

> Conflict: USA vs. China
> Rating: ***
> Description: "Dragon Valley is a historic region of China, but also contains
		a crucial refinery with strategy military points that can lead
		to victory."

:> Key Bases (USA):

   - To be honest, there are 3 bases you need on this one to succeed. The first
   is the Chinese airport. While it's not necessary to grab it, doing so will
   make it SO EASY to win on this map. Try sneaking a Blackhawk along the far
   perimeter to cap the flag. This airport contains numerous armor vehicles,
   jets, helicopters, more than you can ask for. However, the two realistic
   points to capture are the base on the left yellow road that has a mounted
   AA, a dock, two garage slots, a TOW, and a building perimeter enclosure.
   This is great for making advancements into Chinese territory. The second
   point is the second Chinese main base, which has their transport helicopter
   and several houses. Taking this limits their air superiority.

:> Key Bases (China):

   - Simply hold the high points on the map. Hold the top mountain spot to
   prevent reinforcements from flooding through. Really, you don't even need to
   push the Americans off of the land, just hold the highest points and your
   airfield on this one.

- Chinese win this about 70% of the time, simply because they have such a
starting advantage. You can easily sneak a transport helo in on the lone
American ground base, and take it immediately at the beginning. Chinese have
too many armor bases, which let's them push through and take any American
advancements. The only time I see the Chinese lose is when the Americans take
and hold their airbase. No air support really turns the Chinese team into a
split rival. Try sneaking up along the left ridge that inlets to cover with a
Blackhawk.

:> Sniper Spots

   - On both sides of Dragon Valley are tall mountains that can be sniped down
   from upon. Try doing this. Make use of the height points to look down and
   snipe on the opposition. You can snipe men on the carrier from the high
   point as well. There are several cylinders and steam stacks you can climb at
   the Chinese airbase if you manage to infiltrate that perimeter. There are
   also partial rural forests in the steppes which can be used for ghille
   cover.

				   ____________
__________________________________/ FUSHE PASS \____________________________

> Conflict: USA vs. China
> Rating: **
> Description: "FuShe Pass is a mining crucial area containing uranium
		deposits, critical ores, and items of interest to either side."

:> Key Bases (USA):

   - Get the highest point closest to the non-cap American base. This location
   spawns out armor including AA. Then, take all points south of the river.
   This will practically give you complete control of the map, both air &
   ground wise.

:> Key Bases (China):

   - Get the point directly north of the main spawn, as this village center
   contains armor and extra helicopter support. Then, try to take over some
   points on the southern ridge. Points to the south of the river are difficult
   to take back, which is why it's essential to grab them early and make sure
   no one grabs them back.

- Honestly, I find this to be a split map. Sometimes Chinese will push the
Americans back to where they cannot take over on the offensive front. On the
other hand, the Americans will simply dominate, pushing the Chinese back to the
village center. If anything, air support has the biggest effect on this one.
Jets tend to shoot down opposing helicopters and opposing bombers. Try using as
much armor as possible on this one, and this is one of the few maps where AA
has a huge effect on the outcome.

:> Sniper Spots

   - If you find yourself getting stuffed in by the Americans, get on the
   mountain to the right of your main spawn, and snipe down on the Americans
   closest to you. There are 2-3 cranes on this map and cylinders you can use
   for height advantages. Unfortunately, this is an armor-dominant map, so
   you'll find few infantry targets unless a team is down to their last capture
   point. Try sniping pilots who try to fly away with an abandoned helicopter.

				   ______________
__________________________________/ GULF OF OMAN \____________________________

> Conflict: USA vs. MEC
> Rating: ****
> Description: "The MEC forces possess a key airport near the gulf that could
		be used to fuel counter-attacks. The Americans want to take
		this beach-head, and control the area to prevent the MEC from
		doing so."

:> Key Bases (USA):

   - If anything, you need at least one beach base to keep the MEC distracted.
   I find it best to take the one on the far left where a lone tank spawns.
   While it is an isolated location, it's close to your artillery (if repairs
   are needed), has a stinger, and a boat for an alternate route through the
   map. Once you have one beach point, try to get the center construction area
   with the giant crane. This is another isolated location that rarely gets
   captured back and forth which could be a strong rear flanking point against
   the other MEC positions. You'll find the coastal points along the right and
   near the hotel too tough to take with one assault.

:> Key Bases (MEC):

   - If anything, the MEC absolutely need a majority of the beach points, and
   at least the hotel area on the right. The hotel area is such a key position
   as it gives you the most armor to counter-attack. It also has isolated lanes
   which can be defended easily against American attacks. The beach points will
   hold your anti-air defenses, which is what you'll need to shoot down the
   incoming Blackhawks. They're also heavy casualty areas where you can sweep
   back and forth racking up kills.

- A split map that depends on who gets the best start. Both teams have fairly
average air capabilities. However, you've got to remember that the Americans
are isolated with their base carrier on this map. Even though they start off
with a split amount of beach points, they'll lose them quickly due to MEC
rushes. Focus on capturing or holding the Hotel point based on which team you
are. Really, holding that point decides the match, as you get armor, closeness
to the opposing spawns, and a nice established base all at the cost of one
point. I find boats to merely useless on this map. Stick with the choppers, or
traverse on foot. Armor is the best way to go, but there are usually lots of
Anti-Tank or Engineers on this one.

:> Sniper Spots

   - If you have patience, head to the center crane near the middle point of
   the map. There's little action to engage here, but if you're lucky, the
   Americans will capture this point, and you'll stack kills like you're making
   a triple decker Wendy's Burger. The hotel roof has a ladder on the south
   side that gives a very useful, but tough to get up to point. Americans
   always tend to pick me off before I can reach the top. Other than that,
   you're not gonna find many height advantages. The entire area is practically
   coastal, or very smooth. You can bail out of an air vehicle and try to land
   on an oil drum in the non-cappable MEC spawn. You can also access a
   warehouse roof on the left portion of the map north of the left beach point.
   This point, while useful, sees little action unless down to your last point.
   Finally, you can always harass poor innocent souls that spawn onto the
   carrier deck.

				   ___________
__________________________________/ KUBRA DAM \____________________________

> Conflict: USA vs. MEC
> Rating: *****
> Description: "A current dam-in-construction happens to be a key chokehold
		for advancement for either the USA or MEC forces. Whoever holds
		this point can flood the opposing forces like a dock on the
		bayou."

:> Key Bases (USA):

   - You need to take the MEC airbase regardless. You may be able to hold most
   of the points except that one, but taking that literally crushes their
   ability to operate. Try sneaking a Blackhawk along the flanking ridge, close
   to the boundary lines. You can manage to get one in there, drop your troops,
   cap the point, and then limit the MEC air capabilities. There's a neutral
   chopper in the center that can be taken by capturing the center point
   through the dam tunnel. This point is difficult to take, but there is a
   sewage tunnel beneath that is actually right underneath the flag, and counts
   as a capture zone. Stand here, take the point, let some reinforcements
   spawn, then flood the remaining MEC points. You may want to try taking the
   secondary base where the AA spawns with a double-slot garage about two
   clicks to the west. You'll get several armor vehicles here and also provide
   access to a majority of the points.

:> Key Bases (MEC):

   - Hold the upper right building that is under construction with no windows.
   A TOW, AA, and jeep should spawn here. It's the only true building that
   provides access to all other points because it has a triple-roadway segment.
   It branches out to every point, and you can parachute or drop down for the
   points near ground level. I highly recommend destroying the bridge near the
   first neutral point right next to the US non-cap spawn. You don't want armor
   crossing easily to your height positions. Make it difficult, or make the
   Americans traverse in their Blackhawks so your jets can shoot them down.
   Don't forget; your airbase means everything on this one.

- This is my personal favorite map out of every one in BF2. It has detailing,
height, tunnels, lots of armor, lots of places to snipe, and key areas that act
as chokehold points. It can go either way, based on who pushes further or who
infiltrates the rear positions. It's slightly tougher on the MEC side since you
gotta deal with holding your rear airbase from sneak attacks. You'll have
moderate air superiority in terms firepower, but don't expect extreme
navigational abilities. There are narrow tunnels on the MEC side of the dam
that lead to dead ends. You'll find one neat one you can fly through (only
perform during emergencies) if you have the elite skills. If you have snipers,
I recommend defending the low points by positioning themselves on highground
spots. There are several cranes on this one, one near the central, one on the
dam, one near the airbase. Pick one that is closest to the action. If anything
though, attack helicopters will do the most damage on this one. You can access
the neutral center one by climbing the rear stairwell & ladder by the center
point, or dropping down from the dam road on top over the left ledge. There is
also a secret tunnel underneath the central "ground-level" capture point. Go
into either large turbine tunnel near the base of the dam, and cut a right/left
into the inlet tunnel that connects both turbine tunnels. If you stand in the
center of this tunnel, you can actually lower & capture the central flag a few
meters above your head. This way, you won't even be seen or equated in the
picture!

:> Sniper Spots

   - Three cranes to choose from, and two mountain valleys that aim downward at
   ground points. This map is a sniper's dream. There are mountain valleys in
   the American spawn as well, and a farther range to deal with near the MEC
   airbase. Personally, any of these points are fine. DO NOT prone on top of
   the mountains. Prone where the bushy grass is. The sun horizon tends to
   reveal your position as a sniper on this one, and people will usually spot
   you for other snipers to deal with. If you can hold the Americans back,
   snipe across the destroyed bridge. You can also try dropping into the
   wreckage of the destroyed bridge, and proning on a twisted steel beam.

				   _______________
__________________________________/ MASHTUUR CITY \____________________________

> Conflict: USA vs. MEC
> Rating: ****
> Description: "A key city is about to be occupied by USA forces. The MEC rally
		together like Bravehearts in an attempt to defend the city."

:> Key Bases (USA):

   - Blackhawk, Blackhawk, Blackhawk. Hold your main airbase, and closest tank
   spawn point for domination. Despite blackhawks getting nerfed in the patch,
   have your helo circle a MEC point a few times laying down Vulcan fire. Drop
   out 2-3 troops to capture the point, let them hop back in, and move to the
   next point. There are lots of Anti-Tank players on this map, but the
   Blackhawk should be able to gun down infantry easily. The center mosque
   position goes back and forth between teams, so I wouldn't worry about it too
   much. Focus on the MEC building spawn as this is where most players choose
   to go. It also is close to their key commander assets, artillery, and
   provides lots of relative position in terms of mass destruction.

:> Key Bases (MEC):

   - All I can say is hold your main building base, and helopad. Other than
   that, it honestly comes down to luck. The MEC transport helo is not a very
   good mobile device, even though it can be used for transporting. You'll find
   the American's Blackhawk to be the real threat to deal with on this map. As
   long as you hold both of these points, you can try to push onward into
   American territory. The transformer power complex to the south which has
   your tank is actually a critical point but not necessary to hold. Try
   destroying the bridge closest to your hotel position, and only make use of
   the southern bridge.

- Another enjoyable city map. You'll get into many close encounters. Luckily,
there are only two tanks on this one, no APCs, and lots of transport vehicles.
Mount a vehicle somewhere in the distance, get on the .50 CAL, and gun down
infantry/helicopters. Snipers are somewhat prevalent on this map, so try to
move at all costs. Believe it or not, the Stingers are highly effective for
either team on this one. It's just that there are few patient players willing
to sit in a Stinger to shoot down a transport helo that attempts to capture the
opposing spawn. I've also found that mining one of the bridges can be a smart
idea as long as your team is not in the lead flag-wise. The tanks should be
your main weapons into breaching opposing territory. Lead them slowly and
efficiently, dropping supplies for automatic repairs. Whatever you do, DO NOT
let one team get two tank spawns. This spells disaster, as you're just handing
them the ability to rape and conquer.

:> Sniper Spots

   - There are lots on this one. Both airbases are on top of hills where
   snipers can defend against infantry rushes with ease. Both tank spawns have
   tall mountains that overlook the positions, meaning snipers can pick off
   spawning soldiers. If anything though, you'll find a useful sniping point
   via a ladder near the USA tank spawn. The ladder leads up to a roof, where
   you can climb to a very top aclove that overlooks all the buildings on the
   map (including the busy mosque area). There are 3-4 roofs you can climb to
   via ladders on the MEC side of the dried river. If none of these places
   please you, try climbing the ladder to the water reservoir green drum near
   the American main base. If you're desparate for innovation, bail out of a
   chopper and land on the mosque roof. This spot is so unstoppable it's not
   even funny.

			  _______________________
_________________________/ OPERATION CLEAN SWEEP \____________________________

> Conflict: USA vs. MEC
> Rating: **
> Description: "A grouping of MEC-occupied islands must be overtaken by a
		nearby USA airbase. Unfortunately, the toughest challenge will
		be navigating to these lone isles without getting blown to
		pieces."

:> Key Bases (USA):

   - Taking either air strip of the MEC should be your ideal goal. The MEC's
   bomber spawns at the closest airstrip with its own garage. Take the nearby
   middle segment point if possible, but be forewarned that there is tons of
   nearby armor to deal with. You need to reduce MEC air superiority at all
   costs, since this will be their main counter weapon against your armor
   advancement. Make use of the Blackhawk, but try to sneak capture the rear
   points if possible. Most troops will either stay near the middle portion of
   the island, or near the frontal part. As for your attack helicopters, they
   should try to pelt key positions. For the most part, you should try to sweep
   left-right with the islands, or from the rear and close in on the middle
   points like a swallowing herd.

:> Key Bases (MEC):

   - Hold your airbases. It seems ideal, but few MEC teams manage to hold both
   air bases without losing one in the process. You have to remember that the
   only defense you have against American jets, helicopters, and aerial
   assaults is your own air support. Make use of the firepower advantages on
   the MIG & chopper. Roam back and forth across the island in your tanks,
   relaying support whenever it is needed. Hell, jump on a jeep and gun down
   the Blackhawks that try to fly in low for a drop-off. All I can say is do
   your best to defend the island. Everything on island capturing is done like
   bunny hopping. Everyone flocks to one point, and everyone flocks to the
   next. Flank and capture a recent flocked position for little resistance.
   Repeat.

- I'm not too fond of this map, mainly since it's air-designed, and MEC tends
to win a majority of the time. The Americans have to breach the initial
defense, which is tough on the front portion. There are TOWs that prevent APCs
from simply plowing through, and most people may even bring a tank to the
forefront to shoot boats. The only hope the Americans have is landing a
Blackhawk somewhere, capping a point, then letting reinforcements spawn
through. If you lose an airbase on this one, you really lose a chunk of your
tickets. It takes so much sacrificing to try and take back an airbase, after it
has been stolen. You'll find spawn camping to be a big priority on this one,
specifically against the Americans who will all be crunched at the helopad
waiting for a chopper or jet. Artillery strikes make a difference on this one.

:> Sniper Spots

   - Unfortunately, the range of islands and water limits sniping advantages.
   There is a fairly high peak between the MEC helopad & establishment base,
   but it's nothing major to make a difference. This map has few troops that go
   on the ground, unless you're at a major base. Do your best to use the side
   hills for height advantages, or the treeline near the forefront of the
   mountain to snipe downward. It doesn't have sniping spots, but a good sniper
   can treat this map like a ghille suit.

			  ___________________
_________________________/ ROAD TO JALALABAD \____________________________

> Conflict: USA vs. MEC
> Rating: *****
> Description: "A nearby MEC town is being threatened by a roaming U.S.
                attack. Before the actual town can be reached, one must
                traverse the long dusty plane full of snipers and legitimate
                threats."

:> Key Bases (USA):

   - The US will start off with one uncappable base that has several vehicles,
   and a few guard towers to protect their establishment. You may notice that
   the design of Road to Jalalabad is actually sniper friendly. The first half
   of the map starts off with a rolling hill that ends up near a coastal oasis,
   with some occasional boulder stacks here and there. What you want to do is
   sneak a transport vehicle into the main town, and capture one of the
   interior points (the Hotel is a GREAT spot to snatch up) or the Town center.
   Taking the rear mosque is challenging but also worth the effort as a tank
   spawns here. Once you have an interior point, the rest of the flags should
   fall with ease, and your kill count will increase.

:> Key Bases (MEC):

   - Don't let them get a rear flag. Rush the Lake flag, and flank from the
   southern army base so that you can trap the Americans inside their own
   uncappable zone. Simply guard this long plane with multiple snipers, and
   spam grenades at some of the large rock quarries where other Americans may
   be hiding inside. Watch the boundary flanks for squads trying to sneak by.
   If this map is played with No Vehicles mode on, your chances of victory are
   much higher. If there are vehicles, landlock them with AT mines at key
   pathways (the water access route from Lake to the town).

- What makes Road to Jalalabad such a successful map is the fact that it's big,
it's one of the few sniper-friendly maps, and it gets to be one heck of a
hellish fight if both teams are combating in the long desert plane. If one team
does manage to infiltrate the town, it gets even more interesting as more close
quarter battles occur. Nonetheless, this is one of the best maps along with
Wake Island, and Strike of Karkand due to its unique yet refreshing design.
Many servers play this map with No Vehicles mode on due to the sniper wars that
go on.

:> Sniper Spots

   - If the town has been breached, there is a ladder on the south side of the
   burning hotel that can be climbed for a VERY high view. There are also
   multiple adjacent buildings with ladders that give you a medium height
   sniping point. You will find 2 tall buildings that can be climbed south of
   the mosque area, and these buildings give great shots to anyone approaching
   from the Lake flag or from the Town Center flag. There is one elevated
   garage with ladder access in between the Lake flag point and well flag point
   to the south. This spot is decent for protecting the interior of the town.
   Otherwise, you can actually snipe very good on just the long flat plane that
   leads to the US's uncappable zone. Use the rock quarries for cover, or hide
   behind palm trees.

			       ___________________
______________________________/ SHARQI PENNINSULA \____________________________

> Conflict: USA vs. MEC
> Rating: ****
> Description: "USA forces have seized a key television station that was
		boasting propoganda. The MEC wants to take it back so they can
		send out more eroding brainwaves."

:> Key Bases (USA):

   - All you need to hold on this one is the tall TV station. It has a helopad
   spawn and a wide point of view. You can easily defend it against the
   ground, and sabotage the inner stairwells in case you do get overrun. While
   you may eventually lose due to a loss of reinforcements, hold the TV station
   at all costs for the best chance to win. I do recommend capturing the
   building in construction to the west as your secondary spawn point. Few MEC
   forces will breach this area, and if they do, will most likely be gunned
   down. Other than that, this map comes down to counter-rushing, taking a
   point, defending it for a bit, and then repeating to rack up lots of kills.
   Artillery should be your friend to counter the mass rushes of the MEC
   troops.

:> Key Bases (MEC):

   - You're going to want to capture bases sort of like you're pinching a taco
   shell. Get a point on the south/north, then work inward. The support points
   are generally easier to take over, and you can spawn your reinforcements
   closer to the battlefield. I found it too difficult doing a head-on assault
   into the triple spawn point to the west, or the TV station to the east. The
   support positions lack armor support, but they do have lots of navigating
   treadways that head off to the rest of the city.

- Sharqi is similar to Mashtuur City, except the conflicts on the ground are
more close-combat based. Both teams only have one attack helicopter spawn, and
it does make a difference how you utilize them. Remember to abuse and cruise
with the MEC chopper. AA stations are mounted across the map, but few players
utilize them to full potential. You can take the TV station easily with the
help of the MEC chopper, laying gunner grenades on the infantry below. It can
also spawn camp the American helo when it respawns, which means your infantry
can rush in towards the ground to capture the point. Taking the TV station
eliminates most chances of a victory for the USA. From a vice versa point of
view, the Americans have to hold the TV station. It's the only point that is
based on one-side. The other side is bordered by a cliff and the ocean. Hence,
you truly only have one side of a threat to deal with, and you get the superior
height advantage for your snipers, plus a tank spawn by the TOW. Your commander
can make a world of difference on this one, specifically where he/she lays down
artillery fire. Try to check it over the center positions, especially the
commonly taken point that only has one stone wall bordering it.

:> Sniper Spots

   - There are several on this one. If you're playing the USA, spawn at the
   centered hollow building, and make your way up to the top of the yellow
   crane. This position will be extremely efficient as it overlooks the busiest
   sections of the map. Be careful not to give away your position though as
   players do check the top of the crane out for snipers. There are about 5-6
   building tops you can also utilize across the map by climbing the base
   ladders on each. An interest spot to note is by the south point near the
   water edge. Climb up to the corner building that looks towards this flag.
   This is a common flanking point for troops, and your position is rarely
   revealed as an American (or MEC). Another great USA sniper position is on
   top of the TV station spawn. It may be a common artillery point, but you can
   bail out. To make your accuracy better, jump and prone onto the railing edge
   before it slants downward. You'll be exposed, but be extremely accurate and
   capable of picking off MEC troops that rush your position.

			       ___________________
______________________________/ SONGHUA STALEMATE \____________________________

> Conflict: USA vs. China
> Rating: ***
> Description: "A key chokehold has reached a standstill between the USA &
		Chinese forces. A dense fog covers the field like liquor on a
		grumpy drunk."

:> Key Bases (USA):

   - Keep the two closest bases where you spawn. You need the two transport
   helicopters spawn simply because you're rewarded with two shiny Blackhawks.
   Blackhawks will be your main transport, do lots of killing damage, and help
   capture points a tad easier. Many of the oddball outposts may have APCs you
   can make use of, but this map is primarily dominated by holding your own two
   helicopter bases. Matter of fact, purposely defend them as others will try
   to take them back.

:> Key Bases (China):

   - I hate to say it, but the MEC strategy is the same on this one. Hold the
   two points that posses chopper spawns, try to make use of the jalopie
   helicopters, and defend the points from American captures. The only other
   hint I can give is to man the mounted AAs more frequently as Blackhawks are
   fairly tough to take down. It may also benefit you to try and sneak-flank an
   American helopad and take it over. The only problem is that you'll probably
   lose a rear base in the same effort.

- Personally, Songhua has always been a favorite of mine, but a map that I'd
only play for an hour before getting bored. It's one of the most balanced ones
with the addition of the recent patch, as Blackhawks don't dominate it anymore.
Seems like transport helicopters are even now that personnel have to bail out
to increase the capture time. Stingers are also more capable of shooting down
the helos, so you'll find more infantry battles in the distance. Mines are
highly effective on this one, especially on the roadways that dip slightly into
the water. Make use of an APC that spawns nearby if you hear a chopper flying
overhead. There are a few spots on this one that you can flank from the rear
via tall hill points. Both secondary helopads have these reinforced positions
that are great for looking down on the valley ahead. If you find yourself
getting dominated in the ground game, capture a few side flanking points to
surround the base positions near the center of the map.

:> Sniper Spots

   - In terms of sniping points, there are not many. To be honest, there are no
   roofs you can climb on this one with exception to the large fish factory on
   one side of the map. Treat this map like a mobile sniper type, as you're
   going to have to move around to actually find infantry. If possible, camp on
   one of the hills overlooking a popular spawn point, aka the secondary
   helopads. If not, position yourself near the center in one of the dense
   bamboo jungles. You'll be nearly impossible to see, at the sacrifice of some
   added height for more targets to sight. Other than that, avoid being a
   sniper on this one. Heck, the enhanced fog makes it tough to see at a far
   range too, decreasing the ability of this class.

			       ___________________
______________________________/ STRIKE AT KARKAND \____________________________

> Conflict: USA vs. MEC
> Rating: *****
> Description: "USA and MEC forces clash in the urban setting of a tightely
		wound city, with a key bridge and river to cross. This battle
		will determine who controls a majority of the territory."

:> Key Bases (USA):

   - Thankfully you have a non-cap spawn on this one. I've found the two best
   points to have is the point in the farthest northwest corner, and the bridge
   point. Holding the bridge allows you to completely shut off the MEC's
   ability to bring armor over (assuming you also have units covering the river
   crosswalk to the south). The point in the northeast only relays
   reinforcements, and can flank the other points from the north. The ideal
   plan is to completely takeover every point to the left of the bridge. Then,
   sneak a few soldiers across the crosswalk, and slowly but surely take over
   each point on the right side. The MEC will have the advantage of more armor
   initially, but this tab will be overrided as you take over more and more
   points. In order to get the northwest spawn from where you initially start,
   flank along the west, and go behind the buildings along the left to make it
   up to this position. From here, it's just like taking candy from a baby.

:> Key Bases (MEC):

   - You need three points on this one to hold. Keep control of the first point
   right next to the USA's non-cap spawn. While it serves no usefulness, it
   makes a GREAT distraction for USA forces, and acts like a MEC barrier that
   is tough to pass by (assuming balanced defenses along all perimeters). The
   second point to hold is the point directly above this. If the USA forces
   take the force, just push downward. Not to mention, but this second point
   also has a sniper's roof on top, and acts as a key distribution point near
   the center. Finally, it would be best if you could hold onto the home base
   that spawns your APCs, Tank, and vehicles.

- Strike at Karkand is a fun map mainly because it has no air support, all
ground-based, and feels like Vietnam in some sort of alternate universe with a
desert setting. The initial strike pits the USA at a disadvantage, but the
battle sometimes turns over to reveal a unique standstill at the key bridge.
The map is very condensed, has lots of close encounters, and also seems easiest
to accumulate the most points in the least amount of time. This is why you will
find many players who only play Strike at Karkand just to earn points at a
faster time rate. Vehicle whoring is a common normality on this map, so don't
complain. Often, engineers will hop into Tanks or APCs, ask for a supply drop,
then camp next to the supply drop while firing numerous rounds into a spawn. If
this occurs, take out the supply crate first next to the vehicle, then work on
destroying it before the engineer can repair it efficiently. Snipers may exist
on this map, and if they do, it's either on a rooftop or bushy hill. Look for
both. Watch for Assaulters, as they'll try to grenade launch you. Making use of
.50 CALs on this one can make a difference, especially in the jeeps. Just
remember to bail out when the heat gets sizzling. Medics are the best class to
utilize on this map simply because lots of people die from infantry fire, which
means there are more possible revives available.

:> Sniper Spots

   - There are a few buildings with rooftops that have ladders to access them.
   I won't describe them in particular since they're fairly common sense. If
   you're pinched across the river, just launch bullets from the ridgeline.
   There's a tall sniper spot on a tower across the river at the point directly
   west of the MEC home base. This spot rarely goes noticed, and you can hop
   down onto some cylinders if you wish as well. If USA forces are rushing the
   left flank, mount yourself on the hill, and snipe down towards the non-cap
   spawn. The left side of Karkand also has a height advantage over the middle
   sections. A busy spot to snipe down from is on top of the roof at the point
   above the initial MEC barrier spot. While you'll most likely get shelled
   out, the spot will have lots of USA forces trying to sneak up on it, and
   you'll get a 360 degree view as well.

			       __________________
______________________________/ WAKE ISLAND 2007 \____________________________

> Conflict: USA vs. China
> Rating: ****
> Description: "Chinese forces have occupied a key island with a strategically
		located airbase. The USA forces want to take it down to
		Chinatown."

:> Key Bases (USA):

   - Chinese airbase, plain and simple. This is the only point you need on the
   island to isolate Chinese superiority, as EVERYTHING practically spawns at
   their airbase. You'll gain the advantage of a tank, extra helopad, their
   airstrip, several vehicles, mounted MG towers to defend against a Chinese
   counter-rush, and practically a mission complete status. All you have to do
   is hold this point and allow your air support to shell down on the isolated
   tips of the Chinese island.

:> Key Bases (China):

   - Best strategy I've witnessed is to immediately grab the tanks on the two
   tips of the island, get them near the edge where the brown bunkers are, and
   fire at any boats or choppers that approach. The only infiltration tactic
   the Americans will be forced to use is via air support, which can be shot
   down with mounted AAs, or a mere AT rockets. However, watch for bombing
   raids near the tips of the islands where Americans will try to destroy your
   valiant tanks. If you happen to lose one side of the island, simply
   chokehold them via the central airbase, and send reinforcements to disperse
   out. Whatever you do, don't all flock to one side of the island. Since the
   shape is much like a giant "U", the idea is to manage equal defense on both
   sides without losing the central airbase. If you happen to get the chinese
   transport helicopter, load it up, and try to land on their carrier. Cause
   distractions, chaos, whatever you can do to prevent the Americans from
   advancing to the island. Also, make sure your tanks gun and fire shells at
   the artillery island that's in close proximity to your position. You'll
   accumulate many points by simply firing in this direction.

- Wake Island was the only expansion map released via the patch to this date.
It is essentially a U-shaped island dominated by Chinese control, in which the
Americans must take back either from a small artillery isle, or their central
carrier. All I can say is that this map does NOT look balanced, although it
tends to balance out after a few minutes. Sometimes, the Chinese will dominate
and not even permit American captures on their island using the two-tip tank
approach. Sometimes Americans will sneak behind, capture the central airbase,
and spawn so many reinforcements that the Chinese are left isolated at the tips
of their islands for the rest of the game. All I can say is to make use of the
transport vehicles to rush from place to place. Use the two-tip approach
initially, then scramble the tanks as necessary to isolate American
advancement. As the Americans, use a Blackhawk at high altitude to infiltrate
behind enemy lines. Anti-Tanks are useful on this map since a lot of players
tend to use vehicles, or fly around. The Chinese artillery is right near the
inner hub of the U on a beachline, and can easily be accessed, so try to take
it out early and quickly. Sneak as American to the airbase; be brute as a
Chinese towards the advancement.

:> Sniper Spots

   - There aren't too many on this one, because there are hardly any height
   advantages on this one. Try going on the north tip, proning on the beach,
   and sniping tangos on the artillery island. If you're near your airbase,
   you'll find a few protruding hills with foilage you can use for moderate
   cover. Unfortunately, the firing angles are fairly bad. One interesting spot
   to snipe from that hardly goes noticed is on the downed WWII planes. Jump-
   prone onto the bent wings of them, and get slightly in the air. You can now
   sniper with a partial height advantage, enclosed behind a fighter wing that
   looks like natural scenery. Unfortunately, these are positioned at spots
   where there are little encounters until one team captures a point near them.

			       ________________
______________________________/ ZATAR WETLANDS \____________________________

> Conflict: USA vs. MEC
> Rating: **
> Description: "The moggy, mushy wetlands of this humid sector is a key
		location for either the USA or MEC forces. Not to mention a key
		pipeline runs through this location."

:> Key Bases (USA):

   - You'll want to hold the second airbase location (aside from your carrier),
   and snatch the central point if possible. The second airbase location will
   reward you with a useful jet bomber, as opposed to light fighters from your
   carrier. Use the Blackhawks on your carrier deck, and load a squad up. Flank
   along the north side going parallel with the river. You can usually take a
   point or two behind the central point of MEC territory using the Blackhawks,
   but you must go undetected. Other than that, use APCs or DPVs to move
   quickly from point to point. Remember that the center point yields the
   advantage of an extra attack chopper, but you'll be the main target of
   artillery strikes.

:> Key Bases (MEC):

   - Center point is required in this battle. It's the only way to capture 50%
   of the points for a standstill. You'll have to earn kills afterwards to get
   the advantage. Most of the time, the Americans will push forward, or even
   take this hill, so it's imperative that you take it at all costs. Your
   pilots will be essential on this one to bomb the American squads as they
   rush towards this central point. Mount some snipers on the hilltops to fire
   down on the infantry. Place a sniper or two in the oil pipeline towers as
   well. You may have less armor than desired on this, so make use of C4
   ambushes and/or mines on the dirt paths on the AMERICAN side of this point.
   Make use of the attack helicopter that spawns in the center, and blast your
   grenade rounds on the units below. It's very difficult to play as MEC on
   this map, so be forewarned.

- If anything, this is the worst map in the game. It has a decent design, but
the way everything is molded together feels quite awkward. The Americans have
an advantage on this one with slightly more armor, and two airbases. MEC only
has one. The central point on the map is what you'd expect the break-or-make
point to be, but is isn't. It's suppose to be a MEC-occupied territory, but the
Americans usually are closer to it than they should be. The Americans easily
get 3 points right off the bat, while the MEC struggle for the third one. It
just seems too biased for the Americans, which is why I felt this map is
horribly designed. Granted the soggy marshes are fun to jog through once in
awhile, but the landscape takes too long to reach from point to point. There
are no forests on this one, practically made of long steppes. I highly
recommend using only armor or transport vehicles on this one. If you get air
support, make the most of it, as this is usually the highest scorer on this
one. Try to man the mounted AAs to shoot down Blackhawk rushes.

:> Sniper Spots

   - There are oil pipeline towers every so many meters that have ladders.
   Climb to the top level, prone, and snipe down on infantry rushes. There are
   several hilltops you can prone onto for a height advantage. Other than that,
   I have not found any remotely dominating sniper positions. There are a few
   points on the map where a bundle of rocks group together with some brush.
   Try proning behind the brush at these rock groupings for some excellent
   background coverage.

-<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>-

============================
- 4) Classes/Weapons (4.1) -
============================
Probably the most fun you'll have in Battlefield 2 comes down to choosing what
class you want to be, the weapons you use, and how you execute both traits in
the combat area. This section will review the seven different classes in the
game, while providing what weapons are best for that class, and also general
strategies on how to perform in a most efficient manner.

++++++++++++++
} SPECIAL OPS \______________________________________________________________
--------------\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
	|      (USA)    |     (Chinese)      |       (MEC)     |   (Unlock)
	======================================================================
    Name: M4A1 Carbine  | Type 95 Rifle	     | AKS-74U Carbine | G-36C
   Power: ****          | ***		     | ****	       | ****
   Range: ****	        | ***	             | ****	       | ****
Accuracy: ****	        | ****	             | ***	       | *****
 Overall: ****	        | ***		     | ***	       | *****
	|      (Unlock - SF)
	======================================================================
    Name: SCAR-L
   Power: ****
   Range: ***
Accuracy: ****
 Overall: ***

+ The Special Ops class was one of the first widely used classes, mainly
because it has balance, power, and explosive capabilities. The Carbines
generally on all three teams have great long-range power, not as much as a
rifle per say, but almost equivalent to. They can be considered partial
snipers, but also have C4 in their equipment stash. The C4 has many uses. It
takes 2 charges to detonate the strongest armored vehicle (tanks), and
generally only one for light-armored vehicles. The idea is to drop the C4
charges (they stick to elongated surfaces), then right-click to pull out the
detonator. Left-click again to detonate the charges. There doesn't seem to be a
limit on the range. Spec Ops are by far one of the best classes in the game.

- The M4A1 outrules the other two teams in terms of a base setup. The M4A1 has
a high-zoom scope, but also provides little recoil with efficient power. The
Ak74 & M4 have red-dot scopes, which may make it easier to aim at targets. The
Type 95 is an above average carbine, but has no special qualities. The G36C
unlock is the best unlock in the game, in my opinion. It gives you the best
unlock for a class, simply because this thing is as accurate as a sniper rifle
(has iron sights though). You can easily take down 2-3 at a distance compared
to the base models. G36 should be taken as a top 3 unlock regardless of what
classes you play.

> The SCAR-L, a recent addition to the patch, is the new Special Forces unlock
that can be used during normal play. Unfortunately, this combination of a rifle
& futuristic carbine brings nothing new to the table. There is a slight boost
to overall damage, but not as critical as the AKS-74. The accuracy is far from
the superiority of the G36C, and for the most part, this is just an average
weapon. Stay away from this one, and just stick with the G36C.

Rest of Setup: Knife, (S) Pistol, Frag Grenades, C4 x 5

   ~ General Strategies ~
   ======================
- Spec Ops are your second best solution for taking out armored vehicles.
Sprint towards an APC or tank while it is distracted. Quickly toss two charges
on the vehicle, then retreat, and detonate. This will kill it instantly. In
certain cases, it destroys armor much quicker than a few anti-tank missiles,
but you have to get close. Make sure you are not squished by a moving vehicle.

- If a vehicle approaches towards you, drop two charges on the ground, and run
straight backwards. Detonate them as the vehicle runs over the area where the
dropped charges are.

- If you know a vehicle is passing through a chokehold, plant the charges ahead
of time, find some bushes for cover, and detonate as it passes over.

- If there is an unused transport vehicle nearby (or transport helicopter),
plant 4 charges on the vehicle - 2 on the front, 1 on each side. This strategy
is often called "jihad" or "suicide" since you generally commit suicide at the
cost of several kills. Once the charges are in place, pull out your detonator,
and get in the vehicle. Charge into a heavily enemy-infested area, press E (or
use key) to jump out, and left-click to detonate the charges. You will maximize
the explosion radius with charges on three sides, and most likely kill several
infantry troops. You will lose -2 overall points for committing suicide, but
will most likely net 4 points for killing at least 3 people. You can also move
next to armored targets, beep your horn, and let them kill you. This works best
when around large groups of people. You will not receive a (-2) for suiciding;
you will just be killed. The advantage is that you'll rack up more points for
killing a group of people.

- Spec Ops work best as alone, or as a squad. They're quite interchangeable.

- Prone and use the scopes on the weapons to take out targets long-range. Use
semi-fire or moderate auto fire in close situations. The 30-round clips can
usually engage several targets at once.

++++++++++++++
} SNIPER      \______________________________________________________________
--------------\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
	|      (USA)    |     (Chinese)      |       (MEC)     |   (Unlock)
	======================================================================
    Name: M24 Rifle     | Type 88 Rifle	     | Dragunov SVD    | M95 Barrett
   Power: ****          | ***		     | ***	       | *****
   Range: *****	        | ****	             | ****	       | *****
Accuracy: *****	        | ****	             | ****	       | ****
 Overall: *****         | ***		     | ***	       | ****
	|      (Unlock - 1.2 Patch)
	======================================================================
    Name: L96A1
   Power: ****
   Range: *****
Accuracy: *****
 Overall: *****

+ The Sniper class is primarily the least-used in BF2, and for good reasoning.
In most first-person shooters, snipers are overpowered one-shot killers. In
BF2, it's difficult to snipe because they rarely capture flag points, and only
the USA can generally snipe with efficiency. Granted, snipers are a nuisance,
but they don't really alter the situation on the battlefield except kill-to-
death ratio. The biggest problem with the sniper class is that hardly any of
their rifles perform one-shot kills, and if they do, it's because the enemy was
already injured. Essentially, crisp headshots are the only way to earn a one-
shot kill, and it's quite difficult as the netcode engine takes some time to
get use to. Claymores are very useful, but unfortunately, also cause for
numerous TKs. Often, you'll find snipers under-utilizing claymores, unless
they're on an isolated position.

- Believe it or not, this is one of the few classes where the base USA rifle
outmatches the unlock. The M24 is more accurate than the M95 Barrett, at the
cost of "armor-piercing" damage. Basically, the M95 unlock has the advantage of
doing 95 damage regardless of whether or not the target has body armor. Let's
assume you shoot someone in the chest with the M24. The damage will be cut in
half, while the M95 does the full 95 damage. Other than that, you'll sometimes
miss using the M95 unlock. The M95 can also pierce glass on vehicles, such as
helicopters. Determine which is more important to you, accuracy, or two unique
advantages. The Type 88 and SVD are both clip-fired sniper rifles, as opposed
to bolt-action reload types. These rifles generally have less damage/accuracy
characteristics, but are more useful for close encounters.

> The L96A1 is by far the most beneficial weapon released in the 1.2 patch. The
L96A1 is essentially the "AWP" from the Counter-Strike games, although the
weapon sound and firing mechanism would seem very unlike its realistic
counterpart. Compared to the M24, it's practically identical in accuracy and
damage. However, its scope tends to zoom in farther, and since it is an unlock,
it is available to all 3 regimes. It's such a huge improvement over the SVD &
Type 88, and a moderate improvement if you want accuracy over the power of the
M95. This is the gun to get from the 1.2 patch.

Rest of Setup: Knife, (S) Pistol, Frag Grenades, Claymore x 2

   ~ General Strategies ~
   ======================
- Snipers are reserved for primarily loners, squad leaders at unique spawn
points, or fire support from an odd angle. The basic idea is to have the best
kill:death ratio. Take down as many opponents as you can without dying as much
yourself. Find great spots on maps such as rooftops, bushes on hills, crane
tops, tiny window enclosures, or simply matching in with the background.
Snipers have a natural ghille suit mounted on their default skin, which makes
it easier to hide in brush.

- The netcode for aiming with a sniper rifle accounts for slight bullet drop
over a certain distance. A given rule in my book is to utilize the #'s on the
scope of the sniper rifle you're using. The one-digit numbers represent the
first # of 100 meters. For example, if you aim at a target using the #2 notch,
the center of the scope should be a slight millimeter above the intended
target. After the shot is fired, the bullet should slightly drop over the
distance and hit the target. You need to estimate on targets that are 2.5 to
3.0 away (250 to 300 meters away). It's possible to hit these targets, but your
graphical settings also determine whether or not you will see the targets at
those ranges. You need a good graphics card, and fairly fast computer in order
to get a view distance of 100%. Make sure it is preset in the graphical options
menu.

- Use Claymores to seal the only path up to your position. If you're at an
isolated position where no teammates are nearby, place the claymore at the top
of a ladder. This way, any enemy who tries to climb up will get exploded, or
will simply be stuck from climbing up. It's also efficient to plant claymores
facing opponents that you know are rushing up a hill. If you're spotted, plant
the two clays as you retreat, and you'll hopefully get two free kills. Remember
though, avoid using them in heavily populated areas where both teams are
fighting. Claymores will now not trip against your own teammates. They will
only blow up if an enemy walks in front of them.

- If you hit a target but it does not die, quickly switch to your silenced
pistol, and take potshots at the target. Sometimes you'll do 95 damage, but
won't kill the target. One pistol hit will instantly kill the target. This is
useful for ensuring enemies go down.

++++++++++++++
} ASSAULT     \______________________________________________________________
--------------\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
	|      (USA)    |     (Chinese)      |       (MEC)     |   (Unlock)
	======================================================================
    Name: M16A2 / M203  | Type 56 / GP-25    | AK-101 / GP-30  | G3
   Power: ****          | ****		     | ****	       | *****
   Range: ****	        | ****	             | ****	       | ****
Accuracy: ****	        | ***	             | ***	       | ***
 Overall: ****	        | ****		     | ****	       | ***
	|      (Unlock - SF)
	======================================================================
    Name: F2000 / F2000 GL / Flashbangs
   Power: ****
   Range: ****
Accuracy: ***
 Overall: ****

+ The Assault class is a fairly used class mainly because it acts as the grunt
of the team. Assault is designed for infantry combat, but also possesses the
unique capability of an attachable grenade launcher. Grenade launcher whoring
as it is called has become a frequent habit. To be frank, you instantly kill
infantry with one grenade shot, and there is considerable splash damage. It's
easy to run around, and simply fire one grenade shot as opposed to firing
several bullets at an opponent. Nonetheless, Assault are great when used on
several smaller urban maps, such as Strike at Karkand, or Mashtuur City. Their
smoke grenade is only used for cover, and does no actual damage. Really, the
only reason to use this class is for the combination of a good rifle and body
armor. Spec Ops beat it in every category and even have anti-tank capabilities.

- After careful consideration, the MEC's version is probably best fit for any
environment. The AK-101 does great damage, at the cost of some accuracy during
long-range shots. However, it has an auto/semi-auto firing modes, while the
M16A2 only has three-burst/semi-auto. The AK-101 can be used for clearing
buildings or long-range. The GP-30 and M203 seem to do similar damage. The Type
56 is really just a modified AK-47, with a default grenade launcher. Nothing
special. Believe it or not, the G3 is a worse unlock than the three base
weapons. It only has a 20-round clip, no grenade launcher attachment, and the
accuracy is not as good as one would expect. While I use the G3 extensively
with this class, you'd be better off sticking with the base weapons.

> The F2000 has probably caused the biggest uproar in the normal BF2 community.
This new Special Forces unlock gives you a nice scoped assault rifle, with an
additional F2000 Grenade Launcher as a side accessory. From a technical
standpoint, I've found the F2000 to be LESS accurate than most of the base
rifles used. While it does have a crosshaired scope, recoil seems extensive,
and the weak firing sounds often lays out a non-intensive means of
repricussion. To be frank, you will not put fear in the eyes of your enemies.
The fact that the grenade launcher is separate means you simply cannot right
click for an easy kill. You have to switch weapons, which provides a slight
changeover delay in time. The biggest advantage with the F2000 unlock is that
it replaces hand grenades with flashbangs. Flashbangs are small stun devices
which protrude a loud bang, and blinding white screen of light. The effects on
the blinding can last up to 8 seconds, which is a LONG time not to see on
Battlefield 2.

>> The problem gets even worse. Flashbangs can blind players in armored
vehicles. This means you can be flying a helicopter and get blinded by a
flashbang. You simply have to look in the direction of a flashbang to receive
the stun effects. Turn your head 180 degrees to avoid the harmful features. On
a side note, it seems as if flashbangs have a reduced throwing radius due to
their heavy weight. Nonetheless, FBs have caused an uproar in the BF2 community
as the Assault kit has turned into a literal assault mechanism. No other class
has an equipment change like the SF Assault kit.

Rest of Setup: Knife, Pistol, Smoke Grenade, GL x 5, (Frag Grenades with G3)
	       Body Armor

   ~ General Strategies ~
   ======================
- The grenade launcher attachment must be aimed above the intended target like
an arc. The farther the distance, the higher is must be aimed. Do this
accordingly. There is no real estimation on where the grenade will hit. I
suggest using the class for several hours to get accustomed to the drop height.

- If an armored vehicle approaches, throw a smoke grenade, and use the smoke to
hide. Assault has no weaponry to deal with armored vehicles. Leave it to Spec
Ops & Anti-Tank. Your grenade launcher does minor damage to armored vehicles,
and moderate damage to air vehicles.

- When playing Assault, I often think of Assault as the base class. A neat
strategy is to start out as Assault, join a squad, and stick with them. If one
guy goes down, pick up any class kits on the ground, and play that class.
Switch to another class as the situation deems necessary. Think of Assault as
your base, then switch off to specialized classes. You'd be surprised how many
points you'll accumulate, how cool it will feel to alternate, and how fitting
you will be to your team.

++++++++++++++
} SUPPORT     \______________________________________________________________
--------------\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
	|      (USA)    |     (Chinese)      |       (MEC)     |   (Unlock)
	======================================================================
    Name: M249 SAW      | Type 95 MG	     | RPK-74 MG       | PKM
   Power: ***           | ***		     | ****	       | *****
   Range: ***	        | ***	             | ***             | ***
Accuracy: **	        | ***	             | ***	       | ***
 Overall: ***	        | ***		     | ****	       | *****
	|      (Unlock - SF)
	======================================================================
    Name: MG36
   Power: ****
   Range: ***
Accuracy: ***
 Overall: ****

+ The Support class was originally my favorite class, since it was the "Rambo"
of Battlefield 2. Ideally, Support is designed to lay down suppressive fire and
attempt to accumulate kills, but also has the ability to gather teamwork points
by supplying other soldiers with ammo bags. Ammo bags replenish a soldier's
ammo stash to their default spawn amount. Unfortunately, their primary weapon
which happens to be an automatic machine gun suffers from horrible accuracy.
The inability to switch to a semi-auto firing mode turns the support class into
a spray-n-pray type. While this is awesome in close encounters, most of your
encounters in BF2 are long-range, where you WILL suffer.

- The best base weapon is the RPK-74. It's sort of like a rubbed down version
of the PKM. It has the best power out of the machine guns, a nice barrel clip,
and a controllable rate of fire. The Type 95 has a very fast firing rate, which
makes it awesome in defensive positions. The clip tends to go out fast, and it
doesn't offer much in terms of accuracy. The M249 SAW is not the worst, but it
doesn't have any positive qualities for long-range events. Its accuracy is bad,
often spreading out immediately upon extrusion from the weapon barrel. It has a
200-round clip and very fast firing rate which makes up for this downside, but
not a favorite for my support class. Instead, Support has one of the top 3
unlocks in the game, and the most powerful weapon attainable - the PKM. This
Russian-made machine gun fires at a fast rate, and the bullets don't have much
velocity. However, they do about 45 damage per hit, it has a 100-round clip,
and does moderate damage to vehicles. Simply put, the PKM is an infantry-
killing machine thanks to high damage.

> I'm a personal fan of the new MG36. While its ratings come similar, if not
worse than the PKM, the rate of fire, damage, and accuracy are balanced just
enough to make it a dangerous threat. Unlike the PKM which is subdued by a slow
rate of fire, or the SAW which has horrible accuracy, the MG36 just seems to
fine-tint them to the sixth degree. Still, few players who even play Support
will both to use this weapon during normal BF2 play. If I had a choice though,
this would be my favorite SF unlock.

Rest of Setup: Knife, Pistol, Frag Grenades, Ammo Bag (Regen)
	       Body Armor

   ~ General Strategies ~
   ======================
- Support is primarily a defensive class. Prone somewhere and just fire away.
If you are on offense, I highly suggest using a squad spawn, and laying down
fire while squadmates move. Supply ammo bags specifically to Spec Ops, Anti-
Tank, and Assault class characters.

- Your Support weapon should be fired in full-auto, or auto-bursts. I found it
most effective just to hold down and guide the recoil fire. Burst firing will
take longer unless a majority of your shots actually hit the intended targets
(which they probably won't).

- The recent patch has increased accuracy of ALL machine guns. You will be able
to hit targets more consistently. The PKM is now a wielder of death on the
battlefield.

++++++++++++++
} ENGINEER    \______________________________________________________________
--------------\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
	|      (USA)    |     (Chinese)      |       (MEC)     |   (Unlock)
	======================================================================
    Name: R11-87        | N-98  	     | S-12K           | Jackhammer
   Power: ***           | ***		     | ***	       | ****
   Range: **	        | **	             | **              | **
Accuracy: ***	        | ***	             | **	       | **
 Overall: **	        | **		     | ***	       | ***
	|      (Unlock - SF)
	======================================================================
    Name: MP7
   Power: ***
   Range: ***
Accuracy: ****
 Overall: ***

+ The Engineer is my favorite class, and a top-played one amongst many high
ranked players. The reason is for the simple ability to repair armored
vehicles, which no other class can do (besides a supply crate). In a sense, the
engineer was made to live inside armored vehicles. They do not possess armor,
have shotguns, and look like they're hiking the Appalachian Trail. Nonetheless,
Engineers also have the ability to drop mines, which can instantly disable any
vehicle of any sort. However, they're difficult to drop onto or in the path of
a vehicle ahead of time, making them the third and final anti-tank class.

- In terms of weaponry, the Engineer has limited potential. The N-98 & R11-87
are practically equivalent pump-action shotguns. The S-12K has a slight
advantage that it is clip-reloaded, and is fired in automatic mode. The
Jackhammer is a slightly powerful version of the S-12K with an enhanced design.
Still, none of the shotguns are useful for average range, which is where your
pistol MUST come into use.

> If there's any unlock that was seemingly useless via the SF patch, then it's
definitely the MP7. The only reason I could see this was implemented was for
armor-loving engineers who simply hate shotguns - plain and simple. The MP7 is
an upgraded version of the MP5, featuring a more linear base build. It's a tad
more constricted for short waist-side firing. The advantage of the MP7 is that
it's quite accurate, but just the same old submachine gun in a different build.
Plus, it only has a 20-round clip, so you'll be running dry on ammo much like
the slow reload times on the shotgun. Granted, it's a nice threat when you need
to automatic fire in a closed room, but a shotgun can lay down the same effects
with one close range shell. Honestly, I'd stay away from this gun.

Rest of Setup: Knife, Pistol, Frag Grenades, Mines x 5

   ~ General Strategies ~
   ======================
- Engineers can go offense, defense, or just reap kill-wise across a map. Your
best strategy is to pick a spawn point where you can visibly see the gray
etching of an empty vehicle. Look for APCs, tanks, AA, or even aircraft if
possible. If you don't see any on your map, press CAPS LOCK to see if it brings
up the squad commander menu, then perhaps you'll see the gray etchings of
vehicles.

- Repair your armor after an engagement with another armor. If you hit
red/critical, bail out, go behind the armor (so the opposing armor doesn't see
you), and repair it. If you're lucky, your opponent may stop firing since
he/she will note the gray icon on his radar (means the vehicle is not
occupied). Once you're at adequate health, hop back in, continue firing, and so
forth.

- Use the pistol for long range, shotgun for short range.

- Mine bridges that are NOT interconnecting between a friendly and enemy base.
Mine key entrances to enemy occupied bases. Also, a neat trick is to infiltrate
a base, and toss mines on top of the empty vehicles. When the enemies hop in
their vehicles, they will instantly explode and not notice the mine at all.

- The recent patch has added the inability for your teammates to trip over your
own mines. This is a huge plus since you can mine key roadways and not have to
worry about friendlies blowing themselves up.

++++++++++++++
} MEDIC       \______________________________________________________________
--------------\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
	|      (USA)    |     (Chinese)      |       (MEC)     |   (Unlock)
	======================================================================
    Name: M16A2         | Type 56	     | AK-101          | L85A1
   Power: ****          | ****		     | ****	       | ***
   Range: ***	        | ***	             | ***             | *****
Accuracy: ****	        | ***	             | ***	       | ****
 Overall: ****		| ***		     | ****	       | ****
	|      (Unlock - SF)
	======================================================================
    Name: G36E
   Power: ****
   Range: *****
Accuracy: *****
 Overall: *****

+ The Medic class is easily the most useful type on the front, simply because
they conserve your team's supply of reinforcements (revivals prevent deaths
from taking away your tickets). Count this with the ability to survive by
themselves by healing with a medkit, or helping other players through medical
aid. Even their base weapon is on equivalency with the Assault class, except
there is no grenade launcher. Despite no body armor, the medic is the perfect
squad class, and EXTREMELY effective on small maps aka urban-style. A squad of
medics can be nearly unstoppable. Medic bags work exactly like ammo bags, they
are dropped, can be held, and regenerate automatically.

- The best base weapon for the Medics is the AK-101. It has great power,
slightly less accuracy, but outduels the M-16's limited three-burst mode. The
Type 56 is slightly more primitive, but a great semi-auto firing rifle. Put
these aside, the highly acclaimed L85 is not as great as it sounds. It's
suppose to have precise accuracy, but seems to have actual inaccuracy problems
when hitting in close range. The scope is VERY efficient for sniping purposes,
but this is not an ideal weapon on the move. You may find it easier to take
down targets using the M16 or AK-101, while performing assisting duties.

> If you love playing medics, start to love using the G36E as your base weapon.
The new SF unlock is by far the best addition to normal BF2 play, unless you
love the Assault kit. The G36E is the full-stock version of the cut-down G36C.
Much like the elite Spec Ops weapon, the G36E features above average damage,
superb accuracy, and a nice well-rounded clip to finish things off. The G36E
continues the same trendline, and fits perfectly into the theme of a medic.
This gun is by far my second favorite. The AK-47 technically outperforms the
G36E in the damage department, but this gun just owns the L85A1 in every
outright.

Rest of Setup: Knife, Pistol, Frag Grenades, Health Bag (Regen)

   ~ General Strategies ~
   ======================
- Medic is probably the best offensive class in the game. When I say offensive,
I don't just mean limited to combat. The Medic can revive or heal your
attackers, which is where you will find the Medic's usefulness maximized. Get
to a front line, revive some squadmates, and your team will keep pushing on.
This is why they rock as offensive players. Not to mention they have assault-
like rifles, and possess the qualities of assaultsmen, except no body armor.

- Crouch behind a wall, and keep reviving your attackers who get sniped/gunned
down. Mass reviving will accumulate a ton of points. Dropping health bags will
heal friendly soldiers much quicker than the holding technique.

++++++++++++++
} ANTI-TANK   \______________________________________________________________
--------------\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
	|      (USA)    |     (Chinese)      |       (MEC)     |   (Unlock)
	======================================================================
    Name: MP-5	        | Type 85 SMG	     | PP-19           | DAO-12
   Power: **            | **		     | **	       | ***
   Range: ***	        | ***	             | ***             | ***
Accuracy: ***	        | **	             | ***	       | ***
 Overall: ***	        | **		     | ***	       | ****
	|      (Unlock - 1.2 Patch)
	======================================================================
    Name: P90
   Power: ***
   Range: ***
Accuracy: ***
 Overall: ***

+ The Anti-Tank class is probably one of the best classes to play for a feeling
of indifference. You're practically a guy who runs around with a minor primary
weapon and a bazooka. However, the Anti-Tank class is designed for taking out
slow-moving jets/helicopters, tanks, APCs, and even light transport vehicles.
The key to using Anti-Tank is getting use to guiding their designated rocket
launcher to the destination, knowing when & where to fire the rocket, and also
how to be an effective combat troop. They get the bonuses of body armor as
well.

- The best base weapon is the PP-19. It has damage equivalency to that of the
MP5, but it has a clip almost twice as large. This can help when facing
multiple opponents, or if you need to spray-n-pray just a tad longer. The
DAO-12 is the best unlock if you want to make the biggest drastic difference,
weapon-wise. This semi-auto shotgun has twelve rounds that fire out with
moderate power, range, and a 12-round limit. It has a slow reload, but the DAO
can be used to charge area, unload 3-4 shells to down a target, then quickly
repeat for another poor soul. It really changes the SMGs into a sub-shotgun
sort.

> The P90 is yet another unlock from the 1.2 patch that seemingly is not a
great addition. While its huge 50 round magazine and rate of fire seem to be
great, the recoil is fairly bad for this neat Belgium creation. The gun is too
troublesome to walk around and engage targets with on an automatic basis.
Despite the semi-auto mode, the damage is not enough to suffice. Granted, the
gun has its ups and downs, but don't create a new account just to get this
weapon. You only get (2) reload magazines as well, which limits the 50+ bullets
you receive in your primary supply. I would just use the DAO-12 personally.

Rest of Setup: Knife, Pistol, Rocket Launcher (practically all same stats)
	       Body Armor

   ~ General Strategies ~
   ======================
- Anti-Tank can be used an infantry killer, armor damager, or ranged threat.
For starters, let's talk about taking down armor. Armored vehicles are weakest
in the rear, or on the top side. Try guiding missiles to these positions. In
order to guide the missile, fire a rocket and hold down the left mouse button.
Now, move the scope while holding down the trigger towards where you want the
rocket to go. The rockets lose propulsion after a certain range, so be quick in
navigating the fiend. Whenever a rocket heads towards an armored vehicle, that
armored vehicle receives a red warning light. It can be better to misfire a
rocket above or to the side of a target, and then curve-guide it into the
target during the last few seconds for maximal damage.

- For tanks/APCs/AAs, aim at the top turret or rear side. You can do enhanced
damage by hitting the tracts of the tank. There are also key spots on the front
right below the turret that are equivalent to "one-shot" kill spots. They're
hard to hit though.

- For helicopters, hitting the rear rotor, the open carriage section of the
chopper, or topside does the best damage. You'd be best firing these rockets
off the target, and guiding them in for the warning light at the last second.
Remember that helicopters have flares.

- For transport vehicles, the rocket will often go through the vehicle if you
fired straight at it from the ground. Try jumping and firing the rocket, or
firing from a height downward. Transport vehicles explode with one hit from a
rocket.

- Rockets can be used for long-range infantry sniping. Guide the rocket
straight on towards the target, and if it direct hits, you'll score an instant
kill. Unfortunately, splash damage is REDUCED on rockets that head towards
soldiers.

 ___________
/SF Weapons/
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
I'd like to thank Black_Duck_1 for providing a weapons chart that helped me
rate some of the new SF guns.

In the recent v1.12 patch, EA decided to combine some of the Special Forces
unlocks into normal BF2 play so that players would get a sense of how the new
weapons felt - to an extent. The problem is that only Special Forces owners can
spawn with these new weapons (they must play one official ranked round in a
Special Forces server to unlock the weapons). Normal Battlefield 2 players
cannot spawn with these weapons; they can only pick them off the ground of a
class kit.

- The neat thing about the new SF weapons is that they balance quite evenly, if
not worse than some of the base & unlockables in normal BF2. Players looking to
purchase Special Forces for the weapons alone should be cautioned. Only one
gadget was shifted over from SF, aka flashbangs. Flashbangs are only attainable
for the Assault kit of a SF player who has unlocked the F2000. These have
caused quite an uproar since they blind any player who looks at an exploding
FB, and also anyone inside a vehicle visibly looking at the area.

-- To unlock the 5 new SF weapons, play one official ranked round of Special
Forces play in a Special Forces server. When you logout, and re-login to normal
Battlefield 2, you will have all 5 weapons accessible. You should be able to
pick them much like a normal unlockable, by clicking the vertical arrow next to
each class in the selection menu during a game. Rumors have said that the new
SF unlocks replace the base country weapons (I have not confirmed this though).

--- If you do not have SF, but want to use the SF unlockables, there's an
exception. You can only use them by finding someone who has spawned with the
weapon, then picking up their kit when they die. Don't go out and start
teamkilling teammates for these weapons.

   ** NOTE: I do not condone this, however, there has been a new activity
            passing around which let's normal BF2 players unlock the SF
            unlockables. Find a truly "good" friend, and have them sign-in
            under your account name and password. Have them play one round
            under your name, then let them logout. Re-login to your name a few
            minutes later, and you'll have access to the new weapons. You do
            not have to pay for SF, and will have access to the weapons. Still,
            EA will most likely find a way to fix this.

--> If you're looking for a description and ratings of the new SF weapons,
please check the above section. I've listed the new SF weapon under the default
weapon ratings.

-<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>-

============================
- 5) Vehicles (5.1)        -
============================
The element that adds depth to Battlefield 2 is the ability as a soldier to hop
into any empty/operated vehicle, and proceed to kick ass in it like John
McClane on an increased amount of steroids. Simply put, vehicles give you
bullet protection at the benefit of increased firepower or navigational
abilities. This section will discuss the various types of vehicles for each
faction, their strategies, advantages, and so forth.

++++++++++++++
} TANK        \_________________________________________________
--------------\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
	|      (USA)    |     (Chinese)      |       (MEC)     |
	========================================================
    Name: M1A2          | Type 98	     | T-90	       |
   Power: *****         | *****		     | *****	       |
   Range: *****	        | *****	             | *****           |
   Speed: ***	        | ***	             | ***	       |
 Overall: *****	        | *****		     | *****	       |

+ The Tank is the best armored vehicle in the game. Any player with good or
horrible skill can look good in a tank, plain and simple. The tank provides
bullet protection armor, and is only exposed to mines, anti-tank rockets, or C4
charges. It possesses a mounted tank cannon, and a secondary machine gun
turret. Tanks rape as infantry killers, and do extreme damage to flying,
transport, or other armor vehicles. The weakness with tanks is that they have
moderate speed, are exposed to C4 charges, and are the PRIMARY target on the
battlefield. Everyone hates tanks because they're such a dangerous foe, and
hence you'll have to watch for air strikes, suiciders, and rushing Spec Ops.

- To be honest, I hardly notice any difference between the three tanks for each
faction. The M1A2 & T-90 do the most damage in terms of weaponry, although
practically all of them are equal. The M1A2 has the best design for combat, has
excellent mobility, and seems equal armor-wise. The Type 98 has a very boxy
design, while the T-90 has a fairly large firing cannon. Really, I'd say all 3
tanks are equal.

   ~ General Strategies ~
   ======================
- Spawn camping should be the first and foremost technique of any tank driver.
The biggest mistake a tank operator makes is trying to capture a point. Often,
you'll have a Spec Ops guy sneak up on you and plant some charges, or Anti-Tank
rockets flying from every direction. If you're smart, you should camp outside a
flag point, and rack as many kills as possible. Call in for reinforcements to
flood the area while you lay down suppressive fire. Use the machine gun for
infantry killing, and the cannon for groups.

- You have about 35 tank shells, so feel free to fire as much as you deserve.
The advantage of tank shells is that they have an extremely high firing
velocity. Make use of this advantage to take out helicopters, other armored
vehicles from a distance, and the splash damage to hurt infantry. The tank
cannon only has a limited vertical firing angle. When a chopper moves in, aim
slightly above the intended path, and fire. Let the tank shell arc downward
into the path of the chopper. Two tank shells takes out a transport helicopter.
There is no warning light flashed when tank shells approach air vehicles. Make
use of this advantage.

- When engaging other armored vehicles, press X to flash your smoke. While the
smoke gets displayed, fire shots with estimation through the smoke, or popping
in/out. Angle your shots since there is slight droppage on tank shells.

- The second spot on the tank is the gunner position. This top-hatch soldier
must fire a mounted MG at infantry troops. A great tip is to pop up, fire, and
crouch down. To do this, fire away, then hold down CTRL to duck. You'll only be
exposed to fire that comes directly from above, which is a rarity in this game.
You can stay ducked for as long as you want.

++++++++++++++
} APC         \_________________________________________________
--------------\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
	|      (USA)    |     (Chinese)      |       (MEC)     |
	========================================================
    Name: LAV-25        | WZ551 	     | BTR-90	       |
   Power: ***           | ***		     | ****	       |
   Range: ****	        | ****	             | ****            |
   Speed: ****	        | ***	             | ***	       |
 Overall: ***	        | ***		     | ****	       |

+ APCs are typically armored personnel carriers, designed to transport large
amounts of troops to destinations. The advantage of APCs in BF2 is that they do
transport troops, but also smoke booty while doing so. They have a fairly small
cannon on top that fires enhanced splash-damage shells. These are effective
against infantry, and slightly effective against armor. However, a secondary
missile launcher works great against armor. It has a slow reload time which
means it can only be used once every so many seconds. Ideally, APCs do not fare
well against other tanks, unless the tank is injured.

- All 3 APCs "seem" like the same, but there are noticeable differences
visually in terms of damage, armor, and speed. The USA version, aka the LAV-25,
is the smallest out of the 3 APCs. It has the best speed, but this comes at the
cost of thick armor. These are the best transport version, but should be
promptly bailed out of during hairy situations. The WZ551 is the heaviest when
it comes to thick armor, but it possesses no other special qualities. The
BTR-90 seems to do the most damage (hardly more than the LAV-25), and has
gigantic wheels which makes it great for tight turning.

   ~ General Strategies ~
   ======================
- APCs have additional slots for up to 4 people. There are weak, but slightly
efficient machine guns in each of these mounting slots. Change slots depending
on where the enemies are positioned in accordance with your APC.

- When engaging other armored vehicles, your key damaging weapon will be the
secondary rocket. It is crucial that this weapon hits the opposing target.
After it fires, move the turret towards the direction you want the missile to
go. You don't have to hold down the firing button; it does it automatically.
Smoke your position, move out, fire a rocket, ensure it hits, and retreat
backwards. Often, opposing APCs/Tanks will try to counter-fire, but you're a
tad more agile inside an APC.

- APCs are great for scaring off transport helicopters or attack choppers. Fire
your base cannon at them to do minor but significant damage. Fire the secondary
rocket if they hover or start to lower.

++++++++++++++
} AA          \_________________________________________________
--------------\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
	|      (USA)    |     (Chinese)      |       (MEC)     |
	========================================================
    Name: Linebacker    | Type 95 AA 	     | Tunguska	       |
   Power: ***           | ****		     | ***	       |
   Range: ****	        | ****	             | ****            |
   Speed: **	        | **	             | **	       |
 Overall: ***	        | ****		     | ***	       |

+ AAs, also known as anti-aircraft vehicles, are one of the few mobile threats
you have against helicopters and aircraft. AAs practically have anti-aircraft
specific cannons mounted on top with a faster firing rate. There is also a
secondary missile control on them that fires up to 8 missiles. Unfortunately,
AAs are not particularly effective against fast moving jets (this is where
stingers or mounted AAs come into effect). There armor is the weakest of all
armored vehicles, so they can easily be taken out as well.

- All 3 AAs are identical, except for the Type 95 of the Chinese. It has the
best dual machine gun cannon on top, and also the best interface with a very
high-tech digital layout. If anything, you'll find the